Commands In-depth (Final Fantasy wiki)

Commands in Depth

Get a handle on FFXI commands

Tuesday, October 28, 2003
All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.

Final Fantasy XI has a number of commands that you can type into your chat window. These commands will do anything from access menus, have your character execute actions, or act out any number of emotes. If you are using a PS2 controller or game pad, these commands will most likely not help you since a keyboard is needed to enter them. If you are using a keyboard and mouse though, the commands can give you quick and easy access to a number of tasks.

Another great benefit of knowing these commands is for use in macros. With a good macro you can just sit back and hit one button to do all the fighting for you (check back for our upcoming tutorial on macroing).

—-

First let me go over the layout of this guide. I will begin by giving the command you will need to type in. In the case that there are multiple versions of the same command I will start with the easiest to type and list the rest in parenthesis. So if the command is “/blah” but can also be typed as “/b” or “/bla” I will list it like this:
/b (/blah) (/bla)

Anything in angled brackets ‘<>’ is a parameter for the command. This usually means you will need to type something or select something in order for the command to work. If you had the command “/maim” the game would need to know what you want to maim. So the command would look like this:
/maim <target>
This would mean that you need to either type in the name of a target or select something before typing the command (the description will tell you which). In this case you would type, “/maim Joeschmo” and you would proceed to maim someone named Joeschmo.

The other thing you will see is optional commands. Anything placed within square brackets ‘[]’ is optional meaning the command will work without putting anything in this place. Usually there are two options separated by a forward slash. This means that you can type either one of them in (but not both)
/supermode [on/off]
In this case you could type “/supermode” or “/supermode on” or “/supermode off”. If you use just “/supermode” it will turn it on if it was off and off if it was on.

Combat

The commands you will likely use the most are combat related commands. By using these you can save yourself some of the effort of navigating menus which could mean life or death in a tough battle.

/a [on/off] <target> (/attack)
This is your standard attack command. Just select a target and type /a (or /attack). You only need to do this once per target, after that you will continue to auto-attack until one of you is dead. If you wish to stop attacking you can type /a off, this will end your battle with the selected target.

/autotarget [on/off]
This is a command that you probably won’t use very often, once you set it there is no need to set it again. If you have it turned on and you are fighting a number of monsters at once you will automatically switch to the next target once your current target is dead.

/lockon [on/off] <target>
This command will make you follow around your target. NOTE: You must have /automove on in order for this to work.

/ta (/target)
This will select the closest thing to you, be it enemy, player, item, etc.

/targetpc
The same as /ta except it will only target players.

/targetnpc
It will only target NPCs.

/h (/help)
This is a command that is very good to know. Normally when you are fighting, other players can not attack your target. If you type /help during your battle however, anyone is free to join in and help you with your current battle. NOTE: if you use the /help command you will get NO EXPERIENCE for the fight!

/as (/assist)
If you hear someone call for help you can use /assist in order to select their target. NOTE: if you use /assist you will get NO EXPERIENCE for the fight!

/item <item name>
This command will cause you to use an item you specify that is currently in your inventory. If you don’t have <item name> in your inventory then the command will not work.

/equip <item name>
Similar to /item, this command will equip an item from your inventory.

/ma “<spell name>” [target] (/magic)
This is probably the command that you will find most usefull. It will cast the spell you specify on the target you currently have selected (if a target is needed). This works for magic, ninjitsu, and songs. NOTE: the name of the spell must be contained in quotation marks and it must be spelled and capitalized properly.

/ws “<skill name>” [target] (/weaponskill)
The same as /ma except it is used for executing weapon skills.

/nin “<spell name>” [target] (/ninjitsu)
The same as /ma except it is used for casting ninjitsu spells.

/so “<spell name>” [target] (/song)
The same as /ma except it is used for playing songs.

/ja “<ability name>” [target] (/jobability)
The same as /ma except it is used for executing job abilities.

/pet “<pet command>” [target]
The same as /ma except it is used for commanding your pet.

/ra <target> (/range)
This command will attack <target> with a ranged attack. You must have a ranged weapon of some sort equipped in order to do this.

/shoot <target>
The same as /ra except it only works with guns and bows.

/throw <target>
The same as /ra except it only works with thrown weapons.

/c <target> (/c)
Using this will tell you how hard an enemy will be for you to fight. When used on a player you will their current equipment, title, and level along with any bazaar items they have for sale.

/fish
The most useful command ever. It will allow you to fish if you are near water.

/dig
When you have a chocobo you can use this command to tell it to dig. In order for this to work you must have Gyshall Greens in your inventory.

/dismount
This will dismount you from your chocobo if you are currently riding one.

/heal
Using this command will make you to kneel down, causing you to regenerate health and mana faster than if you were standing.

—-

The following is a list of the rest of the commands. Over the next few days this list will be filled out with descriptions on what each command does and how to use it.

—-

/pcmd (/partycmd)
leave
add <player>
kick <player>
breakup
/acmd (/alliancecmd)
leave
add <party leader>
kick <party leader>
breakup
/inv (/invite)
/ag (/autogroup)
/join
/decline
/nominate (/propose)
/vote <option #>
/makeli (/makelinkshell)
/breakli (/breaklinkshell)
/lsmes (/linkshellmes)
level <level>
set “<message>”

—-

/s (/say) <message>
/sh (/shout) <message>
/t (/tell) <player> <message>
/p (/party) <message>
/l (/linkshell) <message>
/em (/emote) <Action>
/cm (/chatmode) <mode>

—-

/flist (/friendlist)
/flist <add/delete> <player> (/friendlist)
/befriend <player>
/online
/away
/busy
/hide (/invisible)
/blist (/blacklist)
/blist <add/delete> <player>
/sea (/search)
/sea all
friend
linkshell
name <Player>
race <Race>
level <# Level>
rank <# Rank>
home <Hometown>
area <Area>
job <Job>
invaway
-

—-

/mission
/quest
/keyitem
/map
/rmap (/regionmap)
/playtime (/playlog)
/clock
/pol
/sd (/supportdesk)
/helpdesk
/logout

—-

/bank
/mailbox (/deliverybox)
/layout
/garden
/tribune

—-

/point
/bow
/salute
/kneel
/laugh
/cry
/no
/yes (/nod)
/wave
/goodbye (/farewell)
/welcome
/joy
/cheer
/clap
/praise
/smile
/poke
/slap
/stagger
/sigh
/comfort
/surprised
/amazed
/stare
/blush
/angry
/upset (/disgusted)
/muted
/doze
/panic
/grin
/dance
/think
/fume
/doubt
/sulk
/psych
/huh
/shocked

—-

<t>
<st>
<p0>-<p5>
<me>
<pos>
<mpos>
<call0>-<call21>
<scall0>-<scall21>
<ncall0>-<ncall21>
<hp>
<mp>
<tp>
<hpp>
<mpp>

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Final Fantasy XI Gil.

Commands In-depth (FFXI Gil sales)

Commands in Depth

Get a handle on FFXI commands

Tuesday, October 28, 2003
All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.

Final Fantasy XI has a number of commands that you can type into your chat window. These commands will do anything from access menus, have your character execute actions, or act out any number of emotes. If you are using a PS2 controller or game pad, these commands will most likely not help you since a keyboard is needed to enter them. If you are using a keyboard and mouse though, the commands can give you quick and easy access to a number of tasks.

Another great benefit of knowing these commands is for use in macros. With a good macro you can just sit back and hit one button to do all the fighting for you (check back for our upcoming tutorial on macroing).

—-

First let me go over the layout of this guide. I will begin by giving the command you will need to type in. In the case that there are multiple versions of the same command I will start with the easiest to type and list the rest in parenthesis. So if the command is “/blah” but can also be typed as “/b” or “/bla” I will list it like this:
/b (/blah) (/bla)

Anything in angled brackets ‘<>’ is a parameter for the command. This usually means you will need to type something or select something in order for the command to work. If you had the command “/maim” the game would need to know what you want to maim. So the command would look like this:
/maim <target>
This would mean that you need to either type in the name of a target or select something before typing the command (the description will tell you which). In this case you would type, “/maim Joeschmo” and you would proceed to maim someone named Joeschmo.

The other thing you will see is optional commands. Anything placed within square brackets ‘[]’ is optional meaning the command will work without putting anything in this place. Usually there are two options separated by a forward slash. This means that you can type either one of them in (but not both)
/supermode [on/off]
In this case you could type “/supermode” or “/supermode on” or “/supermode off”. If you use just “/supermode” it will turn it on if it was off and off if it was on.

Combat

The commands you will likely use the most are combat related commands. By using these you can save yourself some of the effort of navigating menus which could mean life or death in a tough battle.

/a [on/off] <target> (/attack)
This is your standard attack command. Just select a target and type /a (or /attack). You only need to do this once per target, after that you will continue to auto-attack until one of you is dead. If you wish to stop attacking you can type /a off, this will end your battle with the selected target.

/autotarget [on/off]
This is a command that you probably won’t use very often, once you set it there is no need to set it again. If you have it turned on and you are fighting a number of monsters at once you will automatically switch to the next target once your current target is dead.

/lockon [on/off] <target>
This command will make you follow around your target. NOTE: You must have /automove on in order for this to work.

/ta (/target)
This will select the closest thing to you, be it enemy, player, item, etc.

/targetpc
The same as /ta except it will only target players.

/targetnpc
It will only target NPCs.

/h (/help)
This is a command that is very good to know. Normally when you are fighting, other players can not attack your target. If you type /help during your battle however, anyone is free to join in and help you with your current battle. NOTE: if you use the /help command you will get NO EXPERIENCE for the fight!

/as (/assist)
If you hear someone call for help you can use /assist in order to select their target. NOTE: if you use /assist you will get NO EXPERIENCE for the fight!

/item <item name>
This command will cause you to use an item you specify that is currently in your inventory. If you don’t have <item name> in your inventory then the command will not work.

/equip <item name>
Similar to /item, this command will equip an item from your inventory.

/ma “<spell name>” [target] (/magic)
This is probably the command that you will find most usefull. It will cast the spell you specify on the target you currently have selected (if a target is needed). This works for magic, ninjitsu, and songs. NOTE: the name of the spell must be contained in quotation marks and it must be spelled and capitalized properly.

/ws “<skill name>” [target] (/weaponskill)
The same as /ma except it is used for executing weapon skills.

/nin “<spell name>” [target] (/ninjitsu)
The same as /ma except it is used for casting ninjitsu spells.

/so “<spell name>” [target] (/song)
The same as /ma except it is used for playing songs.

/ja “<ability name>” [target] (/jobability)
The same as /ma except it is used for executing job abilities.

/pet “<pet command>” [target]
The same as /ma except it is used for commanding your pet.

/ra <target> (/range)
This command will attack <target> with a ranged attack. You must have a ranged weapon of some sort equipped in order to do this.

/shoot <target>
The same as /ra except it only works with guns and bows.

/throw <target>
The same as /ra except it only works with thrown weapons.

/c <target> (/c)
Using this will tell you how hard an enemy will be for you to fight. When used on a player you will their current equipment, title, and level along with any bazaar items they have for sale.

/fish
The most useful command ever. It will allow you to fish if you are near water.

/dig
When you have a chocobo you can use this command to tell it to dig. In order for this to work you must have Gyshall Greens in your inventory.

/dismount
This will dismount you from your chocobo if you are currently riding one.

/heal
Using this command will make you to kneel down, causing you to regenerate health and mana faster than if you were standing.

—-

The following is a list of the rest of the commands. Over the next few days this list will be filled out with descriptions on what each command does and how to use it.

—-

/pcmd (/partycmd)
leave
add <player>
kick <player>
breakup
/acmd (/alliancecmd)
leave
add <party leader>
kick <party leader>
breakup
/inv (/invite)
/ag (/autogroup)
/join
/decline
/nominate (/propose)
/vote <option #>
/makeli (/makelinkshell)
/breakli (/breaklinkshell)
/lsmes (/linkshellmes)
level <level>
set “<message>”

—-

/s (/say) <message>
/sh (/shout) <message>
/t (/tell) <player> <message>
/p (/party) <message>
/l (/linkshell) <message>
/em (/emote) <Action>
/cm (/chatmode) <mode>

—-

/flist (/friendlist)
/flist <add/delete> <player> (/friendlist)
/befriend <player>
/online
/away
/busy
/hide (/invisible)
/blist (/blacklist)
/blist <add/delete> <player>
/sea (/search)
/sea all
friend
linkshell
name <Player>
race <Race>
level <# Level>
rank <# Rank>
home <Hometown>
area <Area>
job <Job>
invaway
-

—-

/mission
/quest
/keyitem
/map
/rmap (/regionmap)
/playtime (/playlog)
/clock
/pol
/sd (/supportdesk)
/helpdesk
/logout

—-

/bank
/mailbox (/deliverybox)
/layout
/garden
/tribune

—-

/point
/bow
/salute
/kneel
/laugh
/cry
/no
/yes (/nod)
/wave
/goodbye (/farewell)
/welcome
/joy
/cheer
/clap
/praise
/smile
/poke
/slap
/stagger
/sigh
/comfort
/surprised
/amazed
/stare
/blush
/angry
/upset (/disgusted)
/muted
/doze
/panic
/grin
/dance
/think
/fume
/doubt
/sulk
/psych
/huh
/shocked

—-

<t>
<st>
<p0>-<p5>
<me>
<pos>
<mpos>
<call0>-<call21>
<scall0>-<scall21>
<ncall0>-<ncall21>
<hp>
<mp>
<tp>
<hpp>
<mpp>

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Final Fantasy XI Gil.

Combat Leveling Quickly In Ffxi (Gil in FFXI)

Contrary to something like Diablo 2, there isn’t a cow level where you can get massive exp for doing nothing. Instead, this tutorial will focus on smoother battles, which in turn will yield quicker leveling. When you are leveling, you want to find the point where you are getting the most exp, having the least down time, and killing the monster as quickly as possible.

Safety first
Safety, above all should be the motto to leveling. Until White Mages are level 25, they cannot revive fallen comrades. Therefore, if one of your party member dies, they have to spend time making up for lost exp, and spend time running back to where your party is after he re-spawns. If this were to happen, your party would be losing valuable leveling time. If your party cannot handle the monster you are currently fighting, don’t hesitate to call for help. It is better to be safe than sorry. Don’t be surprised if a party member leaves after they died because there must be trust among all party members to fulfill all their duties. Spending time looking for a final party member means taking more time away from leveling. With that said, if you are in a new and unknown area, always use the check option and check the monster’s relative strength to your level. Keep in mind that check is not effected by whether you’re in a party or not.

The Goal of Leveling
When you’re in a full party, the monsters that you want to fight should scan as incredibly tough. However, there are situations where it is best to kill tough monsters, but kill more of it. The point of leveling is not to kill one super tough monster, and rest for 5 minutes before fighting another. You want to kill monsters that will give you relatively decent experience, but at the same time gives you the least “down time”. In other words, it is better to kill tough monsters nonstop, and not have to rest.

Simply put, the goal is to get the most amount of exp, in a set amount of time:
Say an incredibly tough monster will give you 160 exp. Your party has to rest for 5 minutes before fighting another. Over a period of 20 minutes, you might be lucky to have killed three total. 3 x 160 = 480exp in 20 minutes time.

However, if you were to fight Very tough, or Tough monster that will give you 70 exp with little or no down time. In a period of 20 minutes, you might be able to kill 8. 70 x 8 = 560. The difference may not seem like much, however, the best way to get exp in Final Fantasy XI is to “chain” monsters. Whenever you chain a monster, you will receive roughly 20exp extra per kill. For example the first monster you kill will give you 70 exp, the second that you chain will give you 90exp. So in reality, chaining 8 tough or very tough monsters will give you more than 560exp in a period of 20 minutes. To chain monsters, you must fight monsters that are either “tough” or above. You must also kill the first, and the second one in a limited time. Chains will be break if you spend time resting. Don’t be afraid to think outside of the box. Even though the limit of people to a party is 6, you can always form alliances. However, when you form alliances, it is harder to keep the experience decent. There are times when having 8 people in a party is better than 6. If you have three White mages in a party that can take turns healing the Warriors that are fighting monsters that are more than incredibly tough without any down time, the exp will be reasonably decent.

Minimizing down time
The best way to minimize down time is to have a well-balanced party. For example, if you have two White Mages in your party that knows when to rest for MP and when to heal, chances are, one of the White Mage will have full MP by the time a battle is over.
Keep in mind that it is not a good idea to have more than three White Mages in a party of six because chances are you will not have enough fire power to kill the monster off in a reasonably quick manner. When that happens, the White Mages might actually have to spend more MP healing party members because of the unnecessarily long battle. Support jobs such as Bards are very popular because they can sing songs that will regenerate HP and MP while your party rest.

Basically there are two things to keep in mind when forming a well-balanced party. The first thing you want to do is get enough healers to keep everyone healthy. The second thing you want to do is make sure that you have enough tanks to protect the mages. The two categories, Warrior and Mages, are the basic formation in a party. Warriors fight the monsters in the front line whereas Mages cast spells in the back row. The key is to balance the amount of damage dealers with damage healers.

Even though most players like to solo from level 1-6 since monsters that that level is relatively easy, I highly do not recommend players to solo after level 10. Between level 6-10, it doesn’t hurt to have one or two members in your party. This way, you can minimize downtime and still get decent exp.

Maximizing damage
Another way to minimize down time is to maximize damage. Skill chaining is one of the best ways to do massive damage in a short amount of time. The best time to skill chain is when the mages in your party have low MP, or when you need to finish off a monster quickly to preserve an exp chain.

Skill chaining, also known as “Renkei” in Japanese, is when you, and at least one other person use your weapon skills in a timely manner. When you skill chain, additional effects will be added that will damage the monster. Before you skill chain, you must first make sure that the two skill chains can chain off each other. If you and your skill chain buddy use the same skill chain, it will not work. For example, if person A uses the weapon skill “Burning Blade”, then you must follow that up with “Fast Blade”. The timing for skill chains is very easy to get down. Once you have done it successfully 2 or 3 times, you will almost always get the additional elemental damage effect from skill chaining.

The proper way to skill chain is have person A use “Burning Blade” when person B has enough tactical points to use “Fast Blade”. After Person A uses “Burning Blade”, person B should count in his heart 3 to 4 seconds, and then use “Fast Blade”. Generally if you use the second weapon skill 2.5 seconds to 4.5 seconds, it will work. If you have a third person to skill chain off of, then that person should count 3 to 4 seconds after person B uses his. The same pattern in regardless of how many people are skill chaining. The best advice to keep in mind is that don’t be anxious and rush your count. If you use your weapon skill immediately after the first person uses his, it will not work.
The battle system in Final Fantasy XI did not forget about the mages either. Instead of using weapon skills, mages will use Magic burst in during a skill chain. For example, using the previous example, if person A uses Burning Blade, the mage should cast Fire after person A finishes his weapon skill. The reason that the mage have to cast so early is because casting fire takes 4-5 seconds. Therefore, the mage must cast early to properly time Magic burst. It is much harder to use Magic Burst because each spell has different casting times.

Hot Leveling Areas

Starting from Bastok:
Level 1-10: North or South Gustaberg
Level 10-13: Konschtat Highlands, Palborough Mines
Level 13-20: Valkurm
Level 20-30: Qufim, Battalia, Rolanberry
Level 30-40: Crawler’s nest, Necropolis, Garliage, Davoi, Beadeaux
Level 40-45: Upper level Oztroja, Inner Beadueax

Starting from San d’Oria:
Level 1-10: East or West Ronfaure
Level 10-14: La Theine, Ghelsba
Level 14-20: Valkrum
Level 20-30: Quifm, Battalia, Rolanberry
Level 30-40: Crawler’s nest, Necropolis, Garliage, Davoi, Beadeaux
Level 40-45: Upper level Oztroja, Inner Beadueax

Starting from Windurst:
Level 1-10: East or West Sarutabaruta
Level 10-14: Tahrongi Canyon, Giddeus
Level 14-18: Shakrami Maze
Level 18-22: Mhaura
Level 20-30: Quifm, Battalia, Rolanberry
Level 30-40: Crawler’s nest, Necropolis, Garliage, Davoi, Beadeaux
Level 40-45: Upper level Oztroja, Inner Beadueax

Final Words
As stated before, there isn’t a real quick place to level in FFXI like in many other MMOGs. However, you can still level up quickly by fighting monsters in the locations I have recommended, by minimizing down time, and by maximizing damage. Above all, do not take foolish risks!

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Final Fantasy XI Gil.

The following is a comprehensive guide on how to raise your blacksmithing skill. Next to goldsmithing, this is perhaps the most profitable tradeskill you can learn.

skill 0-2: bronze ingots(fire crystal + 3xcopper ore +1xtin ore)
note: don’t use beastcoins unless you have saved up a bunch of them on your own. They are expensive. Buy copper ore from the San D’Oria blacksmith’s guild or from the Goldsmith’s guild in Mhaura.

skill 2-4: bronze sheets(fire crystal + bronze ingot)
note: Just use the ingots you made getting to 2 skill. You should have about 2 stacks. That should be enough to get you to 4 skill. Go ahead and process your extra bronze ingots into sheets anyway, because you’ll want them for . . .

skill 4-6: bronze scales(wind crystal + bronze sheet)
note: you will likely not make any profit selling these, so save them up, or sell them to slightly more advanced smiths if you are desperate. If you save them up, you can use them later on scale armor suits.

skill 6-10: bronze bolt heads(wind crystal + bronze ingot)
note: easier just to buy bronze ingots off others for this, at least on Midgardsormr. You can smelt your own, but it’s tedious. You’ll need 4-5 stacks of ingots to get to 10 skill, on average, so that’s a LOT of ore to process. bronze bolt heads themselves are worthless, and the bronze bolts you can make with them don’t sell very well, at least not on Midgardsormr. Your mileage may vary. I would advise selling these to the guild npc or a standard npc, taking the almost complete loss, and moving on with your life(and your craft)

I have heard one report that bronze scales can be made until 10 skill, but I was unable to get past 6 skill myself. It’s possible something was changed in a patch, but I can not confirm this. Bronze bolt heads may also get you to 11 skill, but again, I can not confirm this.

skill 10-15/16: scale mail suits OR bronze rods(look up the recipes yourself) OR maybe tin ingots(fire crystal + 4xtin ore)
note: Depending on your server’s economy, one or the other may be more wise. On Midgardsormr, I could make scale mail suits at an average of 1800 gil per suit, which was okay, because I wound up selling them at about 2k per suit. After this time, the market on scale mail collapsed. I think they sell for about 1500 per suit now. Bronze rods, on the other hand, cost much less to make(2x bronze + 1x copper + fire crystal . . . about 700 gil?), and do not sell to any player. Expect to get about 40 gil from the guild for these things, maybe less(and even less from standard NPCs). Bronze rods are cheaper to make and require less resource gathering, but also have a guarenteed loss that is staggering. You will need to make a LOT of either item, so be prepared to invest a lot of money one way or the other. With scale mail, you might make it back. Bronze rods may also be preferable if you have lots of spare ingots lying around for some reason. Keep in mind that the overall frustration offerd by this skill range can be mitigated by stopping your craft of scale mail and/or bronze rods at 15 skill, instead of 16(which is how high you can get off these items). Note that the new tin ingots apparently can be made from skill 10-16, or thereabouts. You can at least make them until skill 12. They are cheaper to make than bronze rods, so even if you can’t sell the ingots, your losses will be lower this way.

skill 15/16-20: iron ingots(4xiron ore + fire crystal)
note: these can be made and sold at a profit if you buy ore from the AH on midgardsormr: Cost to produce in Midgardsormer: about 2100 gil(500 for ore, 90-100 for crystal). Cost to sell on Midgardsormer: currently 28k-30k for a stack of 12. The price may collapse due to other factors that I do not care to explain here. In any case, iron ingots are useful anyway, so you won’t be harmed by saving them up.

skill 20- ~23: iron sheets(fire crystal + iron ingot)
note: trust me on this

skill 23-26: iron scales(wind crystal + iron sheet)
note: just use the sheets you got getting to 23(or is it 22? I don’t remember how far iron sheets will take you).

skill 26-30: iron finger gauntlets, iron visors, or iron scale greaves(various recipes, I’ll list below)
note: depending on your server, these may or may not sell well. They do not sell well on Midgardsormr, so I had to prop up my cash supply using other cash sources. recipes:
iron finger gauntlets: 2xiron scale, 1xcotton thread, 1xleather gloves
iron scale greaves: 2xiron scale, 1x cotton thread, 1xleather highboots
iron visor: 1xiron scale, 1xiron sheet, 1xsheep leather

Um, I think. Double check those recipes to make sure. All use earth crystals. Note that these all sell well to the guild npcs if you can’t sell them to players, though you will still take a loss. The loss is least severe on visors, I think. Might wanna check that.

Iron fingor gauntlets(as well as the greaves, and visor), are all skill 31 synths. You will get a lot of failures if you try this at 26! Your other choice is to make iron chains from 26-30(earth crystal + 2xiron ingot), but these do not sell well on the open market, at least not on Midgardsormr. I made iron chains from 26-29, now that I recall, and I sold them all to a single individual(Manapy rules). If I had not sold those, my crafting would have stalled out for days due to a lack of available funds. Some people make iron masks(I think it’s earth crystal + iron sheet + brass sheet) but these seemed almost as bad economically as iron chains, and the availability of brass sheets on the open market was somewhat inconsistant at the time I was crafting from 26-30. This would not be an issue for someone with goldsmithing skill.

skill 31-36: steel sheets(fire crystal + steel ingot)
note: Just buy the ingots off the AH. On Midgardsormr, it’s only 40k per stack. Only *P

skill 36-40: steel scales(wind crystal + steel sheet)
note: these may or may not sell well to skill ~50 blacksmiths on your server. I have one customer(Negimaru rules!) who buys all my steel scales at 3500 gil apiece. I make a profit off these.

skill 40-41: iron mittens(earth crystal + 1xiron sheet + 1xlizard skin).
note: these require around 10 leatherworking. If you can manage that, this is an easy, cheap way to gain skill. You can sell them to the Bastok blacksmithing guild for up to 2700 gil apiece, it seems. These do NOT require 41 leatherworking as many crafting lists say that they do. Keep in mind that you probably won’t be able to gain blacksmithing skill on these past 41. They seem to raise leatherworking too, up to 10, if you don’t have it already(I did them with leatherworking 9). Gaining two skills at once is fun.

skill 41-45: iron subligars(earth crystal + iron sheet + lizard skin + cotton cloth)
note: I finally understand what it was the jp blacksmith was trying to tell me. You can skill up on iron mittens up to skill 41(not minimum skill 41), and you can can skill on iron subligars up to 45. You can gain leatherworking up to 12 on them, too. These sell to the Bastok blacksmith’s guild for 3560 odd gil, max. Keep in mind that the guild only buys around 18 of any one item per day(maybe only 16?), and that the price they pay will drop for a few days after you sell a lot of them(and will rise back to the max price later).

skill 45-49: steel visors(wind crystal + iron scales + steel sheet + sheep leather)
note: The only reason I advocate this synth is the fact that you can sell them to the San D’Oria Blacksmith’s guild for 5040 gil apiece, max. That amounts to a decent return, but you are losing money doing it. Steel visors will sell in Jeuno to players sometimes(they’re level 48 steel scale for crying out loud), but at least on Midgardsormr, they uh, don’t sell all that swiftly. You can also try the steel finger gauntlets(earth crystal + 2xsteel scales + leather gloves + cotton thread) which might take you to 50 skill, but they sell for less to the blacksmith’s guild, and seem to sell even less often on the Jeuno AH than steel visors. And they cost more to make, too. Similar analysis applies to steel scale greaves.

skill 49-52: Darksteel ingots(fire crystal + 3xiron ore + darksteel ore)
note: This is expensive, and you will scream in pain when you lose a chunk of darksteel ore. Well, nearly. These can be sold at a profit, however, and they do sell fairly well. Sell them to players, of course. The going rate on darksteel will be affected by the price of the materials that go into making them, the supply, and the demand, but you should be able to get at least 1k profit per ingot. Possibly more. On Midgardsormr, they cost about 7500 gil to make, and sell for around 11k-12k in Jeuno on the AH(in singles anyway). I don’t know how high this will take you, but I’ve gotten to 52 skill on them. I had to make 27 ingots just to get that last point of skill.

skill 52-55: Darksteel sheets(fire crystal + darksteel ingot)
note: An easy synth if you have lots of darksteel ingots left over after getting to 52 skill. It’s nice not having to juggle all that ore. Getting to 53 skill off this was very, very slow, but it picks up afterwards, and it turns out you can make these until 55 skill! What a deal! Skill AND you can sell them for a profit.

55-56: Steel greaves(earth crystal + 2xsteel scales + cotton thread + leather highboots)
note: joy, more steel scale crap. These cost about 7k per item on Midgardsormer to manufacture, and sell to the guild for 4200 apiece, at most. Can you say nearly 3k loss per synth? I knew you could. I made 24 of them and got .8 skill, which . . . mmm well at least I got some skill. On the plus side, these will sell in limited numbers in Jeuno, depending on your server. Try not to over-saturate the market too badly. There might be something better to make at this skill level, but I don’t really know what. Breastplates are a possible option, but gathering enough components to make breastplates is a nightmare. Gauntlets are also an option, but they also promise losses of about 3k per synth. Schlaegers are another option, but I don’t have any goldsmithing to test them out(yet), and losses on this synth will vary with darksteel prices. I may raise goldsmithing to 10-15 or so just to try Schlaegers. Or I may not.

56-68(?): Nodawa(earth crystal + iron sheet + silk thread)
note: What a let-down. The Nodawa is a fountain of skill, but no fountain of gil. I was figuring I’d get 5k per nodawa selling to NPCs. No such luck! Players on Midgardsormr do not buy these, at all, and they sell to NPCs for about 2750, or to Tenshodo shops for just under 3k(and only in small quantities). But the recipe is simple, you can make a lot of them, and you can skill up on them for a loooooong time. I’m going to be doing that for awhile. The losses are somewhat disappointing in light of all the failures I’ve gotten on them from 56-59, but one you hit 59, it seems to be easy-street. 58-59 is really rough. Tough it out, or pick a different synth(your choice) until you hit 59.

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The following is a comprehensive guide on how to raise your blacksmithing skill. Next to goldsmithing, this is perhaps the most profitable tradeskill you can learn.

skill 0-2: bronze ingots(fire crystal + 3xcopper ore +1xtin ore)
note: don’t use beastcoins unless you have saved up a bunch of them on your own. They are expensive. Buy copper ore from the San D’Oria blacksmith’s guild or from the Goldsmith’s guild in Mhaura.

skill 2-4: bronze sheets(fire crystal + bronze ingot)
note: Just use the ingots you made getting to 2 skill. You should have about 2 stacks. That should be enough to get you to 4 skill. Go ahead and process your extra bronze ingots into sheets anyway, because you’ll want them for . . .

skill 4-6: bronze scales(wind crystal + bronze sheet)
note: you will likely not make any profit selling these, so save them up, or sell them to slightly more advanced smiths if you are desperate. If you save them up, you can use them later on scale armor suits.

skill 6-10: bronze bolt heads(wind crystal + bronze ingot)
note: easier just to buy bronze ingots off others for this, at least on Midgardsormr. You can smelt your own, but it’s tedious. You’ll need 4-5 stacks of ingots to get to 10 skill, on average, so that’s a LOT of ore to process. bronze bolt heads themselves are worthless, and the bronze bolts you can make with them don’t sell very well, at least not on Midgardsormr. Your mileage may vary. I would advise selling these to the guild npc or a standard npc, taking the almost complete loss, and moving on with your life(and your craft)

I have heard one report that bronze scales can be made until 10 skill, but I was unable to get past 6 skill myself. It’s possible something was changed in a patch, but I can not confirm this. Bronze bolt heads may also get you to 11 skill, but again, I can not confirm this.

skill 10-15/16: scale mail suits OR bronze rods(look up the recipes yourself) OR maybe tin ingots(fire crystal + 4xtin ore)
note: Depending on your server’s economy, one or the other may be more wise. On Midgardsormr, I could make scale mail suits at an average of 1800 gil per suit, which was okay, because I wound up selling them at about 2k per suit. After this time, the market on scale mail collapsed. I think they sell for about 1500 per suit now. Bronze rods, on the other hand, cost much less to make(2x bronze + 1x copper + fire crystal . . . about 700 gil?), and do not sell to any player. Expect to get about 40 gil from the guild for these things, maybe less(and even less from standard NPCs). Bronze rods are cheaper to make and require less resource gathering, but also have a guarenteed loss that is staggering. You will need to make a LOT of either item, so be prepared to invest a lot of money one way or the other. With scale mail, you might make it back. Bronze rods may also be preferable if you have lots of spare ingots lying around for some reason. Keep in mind that the overall frustration offerd by this skill range can be mitigated by stopping your craft of scale mail and/or bronze rods at 15 skill, instead of 16(which is how high you can get off these items). Note that the new tin ingots apparently can be made from skill 10-16, or thereabouts. You can at least make them until skill 12. They are cheaper to make than bronze rods, so even if you can’t sell the ingots, your losses will be lower this way.

skill 15/16-20: iron ingots(4xiron ore + fire crystal)
note: these can be made and sold at a profit if you buy ore from the AH on midgardsormr: Cost to produce in Midgardsormer: about 2100 gil(500 for ore, 90-100 for crystal). Cost to sell on Midgardsormer: currently 28k-30k for a stack of 12. The price may collapse due to other factors that I do not care to explain here. In any case, iron ingots are useful anyway, so you won’t be harmed by saving them up.

skill 20- ~23: iron sheets(fire crystal + iron ingot)
note: trust me on this

skill 23-26: iron scales(wind crystal + iron sheet)
note: just use the sheets you got getting to 23(or is it 22? I don’t remember how far iron sheets will take you).

skill 26-30: iron finger gauntlets, iron visors, or iron scale greaves(various recipes, I’ll list below)
note: depending on your server, these may or may not sell well. They do not sell well on Midgardsormr, so I had to prop up my cash supply using other cash sources. recipes:
iron finger gauntlets: 2xiron scale, 1xcotton thread, 1xleather gloves
iron scale greaves: 2xiron scale, 1x cotton thread, 1xleather highboots
iron visor: 1xiron scale, 1xiron sheet, 1xsheep leather

Um, I think. Double check those recipes to make sure. All use earth crystals. Note that these all sell well to the guild npcs if you can’t sell them to players, though you will still take a loss. The loss is least severe on visors, I think. Might wanna check that.

Iron fingor gauntlets(as well as the greaves, and visor), are all skill 31 synths. You will get a lot of failures if you try this at 26! Your other choice is to make iron chains from 26-30(earth crystal + 2xiron ingot), but these do not sell well on the open market, at least not on Midgardsormr. I made iron chains from 26-29, now that I recall, and I sold them all to a single individual(Manapy rules). If I had not sold those, my crafting would have stalled out for days due to a lack of available funds. Some people make iron masks(I think it’s earth crystal + iron sheet + brass sheet) but these seemed almost as bad economically as iron chains, and the availability of brass sheets on the open market was somewhat inconsistant at the time I was crafting from 26-30. This would not be an issue for someone with goldsmithing skill.

skill 31-36: steel sheets(fire crystal + steel ingot)
note: Just buy the ingots off the AH. On Midgardsormr, it’s only 40k per stack. Only *P

skill 36-40: steel scales(wind crystal + steel sheet)
note: these may or may not sell well to skill ~50 blacksmiths on your server. I have one customer(Negimaru rules!) who buys all my steel scales at 3500 gil apiece. I make a profit off these.

skill 40-41: iron mittens(earth crystal + 1xiron sheet + 1xlizard skin).
note: these require around 10 leatherworking. If you can manage that, this is an easy, cheap way to gain skill. You can sell them to the Bastok blacksmithing guild for up to 2700 gil apiece, it seems. These do NOT require 41 leatherworking as many crafting lists say that they do. Keep in mind that you probably won’t be able to gain blacksmithing skill on these past 41. They seem to raise leatherworking too, up to 10, if you don’t have it already(I did them with leatherworking 9). Gaining two skills at once is fun.

skill 41-45: iron subligars(earth crystal + iron sheet + lizard skin + cotton cloth)
note: I finally understand what it was the jp blacksmith was trying to tell me. You can skill up on iron mittens up to skill 41(not minimum skill 41), and you can can skill on iron subligars up to 45. You can gain leatherworking up to 12 on them, too. These sell to the Bastok blacksmith’s guild for 3560 odd gil, max. Keep in mind that the guild only buys around 18 of any one item per day(maybe only 16?), and that the price they pay will drop for a few days after you sell a lot of them(and will rise back to the max price later).

skill 45-49: steel visors(wind crystal + iron scales + steel sheet + sheep leather)
note: The only reason I advocate this synth is the fact that you can sell them to the San D’Oria Blacksmith’s guild for 5040 gil apiece, max. That amounts to a decent return, but you are losing money doing it. Steel visors will sell in Jeuno to players sometimes(they’re level 48 steel scale for crying out loud), but at least on Midgardsormr, they uh, don’t sell all that swiftly. You can also try the steel finger gauntlets(earth crystal + 2xsteel scales + leather gloves + cotton thread) which might take you to 50 skill, but they sell for less to the blacksmith’s guild, and seem to sell even less often on the Jeuno AH than steel visors. And they cost more to make, too. Similar analysis applies to steel scale greaves.

skill 49-52: Darksteel ingots(fire crystal + 3xiron ore + darksteel ore)
note: This is expensive, and you will scream in pain when you lose a chunk of darksteel ore. Well, nearly. These can be sold at a profit, however, and they do sell fairly well. Sell them to players, of course. The going rate on darksteel will be affected by the price of the materials that go into making them, the supply, and the demand, but you should be able to get at least 1k profit per ingot. Possibly more. On Midgardsormr, they cost about 7500 gil to make, and sell for around 11k-12k in Jeuno on the AH(in singles anyway). I don’t know how high this will take you, but I’ve gotten to 52 skill on them. I had to make 27 ingots just to get that last point of skill.

skill 52-55: Darksteel sheets(fire crystal + darksteel ingot)
note: An easy synth if you have lots of darksteel ingots left over after getting to 52 skill. It’s nice not having to juggle all that ore. Getting to 53 skill off this was very, very slow, but it picks up afterwards, and it turns out you can make these until 55 skill! What a deal! Skill AND you can sell them for a profit.

55-56: Steel greaves(earth crystal + 2xsteel scales + cotton thread + leather highboots)
note: joy, more steel scale crap. These cost about 7k per item on Midgardsormer to manufacture, and sell to the guild for 4200 apiece, at most. Can you say nearly 3k loss per synth? I knew you could. I made 24 of them and got .8 skill, which . . . mmm well at least I got some skill. On the plus side, these will sell in limited numbers in Jeuno, depending on your server. Try not to over-saturate the market too badly. There might be something better to make at this skill level, but I don’t really know what. Breastplates are a possible option, but gathering enough components to make breastplates is a nightmare. Gauntlets are also an option, but they also promise losses of about 3k per synth. Schlaegers are another option, but I don’t have any goldsmithing to test them out(yet), and losses on this synth will vary with darksteel prices. I may raise goldsmithing to 10-15 or so just to try Schlaegers. Or I may not.

56-68(?): Nodawa(earth crystal + iron sheet + silk thread)
note: What a let-down. The Nodawa is a fountain of skill, but no fountain of gil. I was figuring I’d get 5k per nodawa selling to NPCs. No such luck! Players on Midgardsormr do not buy these, at all, and they sell to NPCs for about 2750, or to Tenshodo shops for just under 3k(and only in small quantities). But the recipe is simple, you can make a lot of them, and you can skill up on them for a loooooong time. I’m going to be doing that for awhile. The losses are somewhat disappointing in light of all the failures I’ve gotten on them from 56-59, but one you hit 59, it seems to be easy-street. 58-59 is really rough. Tough it out, or pick a different synth(your choice) until you hit 59.

Thanks to DrMrLordX on Midgardsormr for the input!

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Black Mage (Final Fantasy vii for pc)

Black Mages Uncovered

Become a powerful Black Mage

Monday, October 27, 2003

Black Mages – General Overview

The Black Mage is a character class that delves in the art of Black Magic.
Black Magic is primarily used for causing bodily harm to your enimies, by
means of spells that cause eruptions of elemental energy controled in the way
you see fit. Elemental magic, however, is not the only type of magic in the
arsenal of the Black Mage, he also gets spells to lower his enemy’s abilities,
heal himself, and only himself, and restore his own MP, not to mention spells
to teleport to convenient locations, hid current Home Point or to the
enterance of a dungeon. Black Mages are indeed versatile characters.

Black Mage Combat

The fight sequence of a Black Mage is, generally, as follows:
1-Sit in the back and cast your 2nd or 3rd highest elemental spell.
2-Use then your Highest or second highest Elemental spell.
3-Wait for the fighters to attack and possibly taunt.
4-Continue to cast your good elemental spells.
5-Occasionaly wait for the fighters to draw some hate.
6-Cast more Elementals.
7-If you are ever attacked just sit there, casting will only draw more hate.

Note: Which elemental you should cast is also based on MP efficency and
Weaknesses of certain eements by the enemy. For example if a Stone I
costs 8 mp and does 20 damage to an enemy, yet a Water costing a bit more MP
does as much to some eniemies, thusly Stone is better for those enemies.

Also Note: In the beginning slightly weaker spells are used because the
Fighters need a chance to accumulate some hate, if you start out with your
best spell you are likely to be attacked.

The Black Mage and you- Black Mages interaction with other classes.

Inter-class relations is relatively simple with a Black Mage.

Class-Relation a Black mage has with them.

White Mage, Red Mage- The Black Mage has top-priority for curing.

Others- Take hits for the Black Mage, the Black Mage providing great damage in
exchange.

Black Mage Weapons

Now, time to look into equipment for a Black Mage, more specifically a
weapon. Most Black mages will choose a Club or Staff, yet there are other
weapon choices for a Black Mage. Here I wil present these choices.

Dagger:Pros- Fast attack speed, many daggers with status effects.
Cons- Weak damage, which means 0 damage as a Black Mage usually.

Staff:Pros- Moderate damage.
Cons- Slow Attack speed.

Club:Pros- Bonuses that help casting, moderately fast speed.
Cons- Weak damage.

My preference is a Club, since Black Mages wont attack once they start
partying, since the bonuses are quite good.

Black Mage spells- In Depth

Now a chance to look at some of the Black Mages basic sets of spells, the
primary use and objective having already being discussed here I will detail
some of thee basic spells.

Enfeebling:Bind- Holds the enemy, allows you to cast without geting hit.
Blind-Decreases attack accuracy, quite useful considering its MP cost.
Poison-Does damage over time, good but I prefer dia.
Sleep-Puts the enemy to sleep, good for running.
Shock, Burn- Lowers an enemy’s stat and does damage over time.
Choke, Rasp, Drown- Same as Shock and Burn.
Enhancing:Elemental Spikes- Does Elemental damage when you’re hit, not good.
Dark: Bio-Lowers attack and does damage over time, high MP cost.
Drain- Absorbs HP from the enemy, very good, long recharge time.
Aspir- Absorbs MP from the enemy, very good, long recharge time.
Elemental:All elemental- Incredibly Good, the spells you cast most.
Spirit: Warp- Instantly transports you to your home point, nifty!
Escape- Intsantly teleports your party to the enterance of a dungeon.

Black Mages on a Budget – What you should buy

As a Black MAge one should always consider their role in a party when
making any transaction. As a Black Mage you should spend very little on
armor, and even less on a weapon.

What not to buy:
Armor in excess, no need to get new armor whenever you can afford better, only buy
new armor every once in a while.

New weapons in excess, same as armor, also you should buy your weapon based
on what bonuses to stats they give rather than damage.

What to buy:
Elemental spells, buy these with top priority.

High Reward Quests for Black Mages.

Windurst:
Aspir Quest, Fuepepe; Aurastery, Windurst Waters.
Gives the spell Aspir.

Star Onion Brigade quests, Behind the Warehouse in Windurst Woods.
Do these for the Blaze spikes;Note:Do the first quest ASAP.

Compound Eye Circlet Quest, Koru-Moru’s Manor in Windurst Walls.

Shantotto quests,Shantotto’s Manor, Windurst Walls.
Do these for a Hypno Staff, Warp II, and some other stuff.

Hypno Staff Quest, Paku-Nakku, Aurastery Roof, Windurst Waters.
Only if you wish to use a staff.

Bastok:
Warp quest, Unlucky Rat; Cement Factory, Bastok Metalworks.
Gives the spell Warp.

Sandoria:
Drain quest, Novalmauge; Dungeon under the Chateau.
Gives the spell Drain

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Bazaar The Basics (Final Fantasy sonic)

The bazaar is actually a quite useful way to make money and to buy products. This is a basic tutorial about setting one up or buying from it. It includes tips that new and intermediate players alike can appreciate about using the controls.

To buy products from a bazaar, simply check a character with the bag by his name. Click on the product you want. If the item is numbered, you will have the option of buying more then one. Even when buying a stack you will be charged the price listed per item bought. Note: This is often forgotten, items in a bazaar cannot be bought per stack, only per item. Still, you may see people selling items at stack level prices, don’t buy from these people.

To set up a bazaar go to the second main menu. You can get to this menu by pressing twice "-" on the numeric keyboard or "- " with compact keyboard chosen on the "config 2 option", in the "config" second menu option or by using the middle mouse button (or wheel) twice. The long way is to press the menu button once and then use the arrow keys or select the arrows that appear along with the main menu
Now select bazaar. This will bring up two options: set prices and edit comment. You may sell unequiped items by selecting the items. You can put a (per unit) price on any item that doesn’t have the green "ex" circle or is a linkpearl. You also have the option to of "edit comment" which allows you to put or edit the comment in your bazaar window. Please again pay attention that the price is per item even if you put a price on the stack, and that buyer will have the option of buying as many items in the stack as he wants paying per unit. You will be amazed how many people forget this. When you are selling items they are not selectable for other use like equipping, selling at auction, or simply use and dropping. Items once they have a price set on them cannot be stacked. Bazaar items will be faded in the item menu. To remove an item from the bazaar go back to the bazaar window and set the price to zero (quickest way is using the back button). While in the bazaar window itself people cannot buy from you, the bazaar takes effect once you leave the window.
Often people who sell using a bazaar would like to do this afk or even away from FFXI. To stop auto logoff go to the "global" submenu in the "config" option in the second main menu. There will be an option on the length of autolog off. Turn this to "off." You may use temporary logout ("play online" in the 2nd main menu above logout) to go to play on-line with your character still in FFXI. However make sure you set your "online status" in your friends list is set to "invisible" or you may simply show an "unavailable" circle looking like (***).
That is all about setting up a bazaar. You can see how your bazaar looks by checking yourself (F7 to target) and selecting "view wares." I will write another tutorial as to how use the bazaar system to your profit.

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Bastok Markets (Final Fantasy XI strategy)

This is the first in a series. What I will be providing here are Vendor Names, Locations and Items. There are no prices listed in these lists becuase they change from day-to-day and character to character. This is mainly meant as a quick reference that might save you some gil by not having to buy at the AH.

As the title states, this list is for Bastok Markets.
============
Olwyn (E-11)
"Mjoll’s Goods"

Eye Drops
Antidote
Echo Drops
Potion

============
Mjoll (E-11)
"Mjoll’s Goods"

Wooden Arrow
Iron Arrow
Dark Threnody
Ice Threnody

============
Brunhilde (F-10)
"Brunhilde’s Armourer"

Bronze Cap
Faceguard
Brass Mask
Sallet
Bronze Harness
Scale Mail
Brass Scale Mail
Bronze Mittens
Scale Finger Gauntlets
Brass Scale Finger Gauntlets

============
Charging Chocobo (F-10)
"Brunhilde’s Armourer"

Bronze Subligar
Scale Cuisses
Brass Cuisses
Cuisses
Bronze Leggings
Scale Greaves
Brass Greaves
Plate Leggings
Gorget

============
Zhikkom (F-10)
"Dragon’s Claws"

Bronze Knife
Knife
Cat Baghnakhs
Bronze Sword
Iron Sword
Degen
Sapara
Scimitar

============
Ciqala (F-10)
"Dragon’s Claws"

Bronze Knuckles
Brass Knuckles
Bronze Axe
Brass Axe
Butterfly Axe
Bronze Hammer
Brass Hammer
Maple Wand
Ash Staff

============
Peritrago (F-10)
"Dragon’s Claws"

Light Crossbow
Crossbow
Crossbow Bolt
Mythril Bolt

============
Karine (H-9)

Assorted Maps (already had gotten them all so no list just yet)

============
Somn-Paemn (H-9)

Goods from Saratabaruta

============
Oggodett (I-9)

Horo Flour
Millioncorn
Roasted Corn
Yagudo Feather
Sunflower Seeds

============
Hortense (K-10)
"Harmodios’s Music"

Scroll of Foe Requiem
Scroll of Foe Requiem II
Scroll of Foe Requiem III
Scroll of Foe Requiem IV
Scroll of Army’s Paeon
Scroll of Army’s Paeon II
Scroll of Army’s Paeon III
Scroll of Army’s Paeon IV
Scroll of Valor Minuet
Scroll of Valor Minuet II
Scroll of Valor Minuet III

============
Harmodios (K-10)
"Harmodios’s Music"

Gemshorn
Cornette
Flute
Maple Harp
Vital Etude
Swift Etude
Sage Etude
Logical Etude
Bewitching Etude

============
Raghd (I-8)
"Carmelide’s Jewelry"

Copper Ring
Brass Ring

============
Carmelide (I-8)
"Carmelide’s Jewelry"

Tourmaline
Sardonyx
Amethyst
Amber
Lapis Lazuli
Clear Topaz
Onyx
Light Opal
Copper Ring

============
Visala (H-8)
"Goldsmith’s Guild"

Copper Ore
Silver Ore
Mythril Ore
Brass Scales
Mythril Chain
Red Rock
Blue Rock
Yellow Rock
Green Rock
Translucent Rock
Purple Rock
Black Rock
White Rock
Lapis Lazuli
Light Opal
Onyx
Amethyst
Tourmaline
Sardonyx
Clear Topaz
Amber
Jadeite
Zircon
Silver MAsk
Brass Finger Gauntlets

============
Teerth (H-8)
"Goldsmiths Guild"

Exact same as Visala

============
Sororo (H-5)
"Sororo the Scribe"

Scroll of Cure
Scroll of Cure II
Scroll of Curaga
Scroll of Poisonra
Scroll of Paralyna
Scroll of Blindna
Scroll of Dia
Scroll of Banish
Scroll of Banishga
Scroll of Protect
Scroll of Shell
Scroll of Blink
Scroll of Aquaveil

============
Zaira (H-5)
"Sororo the Scribe"

Scroll of Stone
Scroll of Water
Scroll of Aero
Scroll of Fire
Scroll of Blizzard
Scroll of Thunder
Scroll of Poison
Scroll of Bio
Scroll of Sleep
Scroll of Burn
Scroll of Frost
Scroll of Choke
Scroll of Rasp
Scroll of Shock
Scroll of Drown

If I saved anyone any gil, then my time is worth it. hope it helps :)
Stay tuned for more installments to the Vendor Guide.

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Final Fantasy XI Gil.

Basic Professions Uncovered

Details on each of the standard professions in FFXI.

Monday, October 27, 2003

Before you can obtain advanced professions such as Paladin and Ranger, you must level a basic job to level 30. Those jobs are: Warrior, Monk, Thief, White Mage, Black Mage, and Red Mage. Here is a summary of each profession:

Warriors

If you are playing as a Warrior, your job is to “tank” the monster. To tank a monster, use the ability Provoke to get the monster’s attention. The reason to tank is to protect the mages so that they may heal you. Mages cannot cast spells if their spells are interrupted by a monster’s attack. Another reason to tank is because Warriors have better defense than Mages. This relationship between Warriors and Mages require complete faith in each other. When Warriors tank a monster, White Mages are expected to heal the Warrior before himself (unless the mage is near death). Strength, Vitality, Dexterity are important stats for Warriors.

Monks

Monks are meant to be damage dealers in early parts of the game. Do not be surprised to hit harder than Warriors especially if you are using weapon skills. Monks can be good tanks are low levels because at the higher levels, Warriors will get to wear heavy armors compared to the light armors that Monks wear. Strength, Vitality, and Dexterity are important stats for Monks.

Thieves

Thief is an interesting class like the Red Mages because while they carry weapons such as daggers and swords, they are not meant to be front line melees. At lower levels, Thieves are expected to attack normally like a Monk would, but not necessarily tank because Thieves wear light armor as well. Thieves excel in using daggers, which attack more often, however they do not do as much damage per hit compared to swords. Thieves are used for hate control at the higher levels to keep the monster’s attention on the designated tank. In the mean time, a thief’s job in a party is to switch between daggers, swords, and knuckles to accommodate weapon skill chains. Dexterity above all is the most important stats to Thieves because the damage from the job ability Sneak Attack is based on Dexterity.

White Mages

White Mages are the primary healers in a party. Your job is to keep everyone healthy, even if the monster is attacking you when Warrior isn’t doing his job in provoking. When you run out of MP, it is important not to engage the monster because you should spend that time to recover MP back so that you can heal again. Keep in mind that it is also a good idea to warn Warriors that you are low on MP during a battle so that Red Mages can pitch in to heal them. Do not waste MP and over heal with Cure II if Cure I is sufficient in recovering the target’s health. MP, and Mind are important for White Mages because you need MP to cast spells, and Mind to cast them well.

Black Mages

In following the traditions of previous Final Fantasy games, Black Mages cast magic that damages the monster. Old school spells such as Fire, Aero, and Thunder are the types of spells that Black Mages would use. Instead of casting the highest level Black Magic that you have, cast spells that does moderate damage that cost the least MP. In other words, try to pace yourself out because Black Mages need MP to cast spells. This mage tactic is similar to how White Mages should not cast spells that over heals. In a party situation during a battle, stand in the back and cast your magic. This way, if you take the monster’s attention from the Warriors, the monster would have to spend time chasing you. Intelligence and MP are the most important stats to Black Mage.

Red Mages

Red Mages are one of the controversial jobs out there because of the nature of Red Mages. First of all, they carry swords, somewhat heavy armors, and a bit of MP to work with. Because of all those characteristics described above, they tend to be a very flexible class. When fighting with a sword, a Red Mage can hit as hard as a Warrior sometimes, they have decent defense, and MP to cast cures with if needed. This means that Red Mages should play their role according to the party formation. For example, if you party does not have a White Mage, it is your job to cure everyone like a White Mage would. However, Red Mages excel at enfeeble spells. This means that during the earl stages of battle, you should cast spells such as Paralyze to pretend a monster’s blow from time to time, or Dia to lower the monster’s defense and damage. Depending on how you want to develop your Red Mage, some stats, such as MP, or Dexterity could be equally as important as others.

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Aze’s Ranger Guide (Gil FFXI)

I wanted to let everyone in on the Ranger class. I’d like to post more on some other jobs and such, guess I’ll see how well this one is accepted first. Hope it’s helpful! ^^

So rangers are the premium melee damage dealers, and one of the most expensive jobs to sustain in the game. The nice thing is you usually won’t have a problem getting a party. Seems everyone wants rangers for their damage, and majority of the time you’ll be asked to pull. I myself have been asked to tank as well when the obvious options aren’t available. I rarely agree to do it unless I’m absolutely confident in my healer(s), and that this mob isn’t going to knock me for 500 pts. In those situations, Ranger has the ability to control the hate rather well, and with the moderate defense, agility/evasion, it’s better if we do it than a mage try to handle it ( I would highly discourage doing it unless you really need to get some xp going ). Now for the nitty gritties of ranger-dom

Ranger is a melee class, and consequently melee stats matter, but they are looked at differently than how a Warrior utilizes their stats.
The most important stat for a ranger, in my opinion, is Agility. There really is no way around it. Agility is the basis by which your ranged accuracy is determined. It works out nicely because the more accurate you are, the less likely you are to get hit. Woot for Agility!
The other stats can really go in any order; Attack(derived from strength and combat skill), Dexterity, and Defense.
I prefer to take pure attack over Strength. Ranged Attack is derived from your Ranged Combat Skill + Attack + Dexterity. Likewise your general Attack comes from your Strength, but Attack is a small part of Ranged Attack, and Strength is a small part of Attack, so Strength plays a decreased roll in the final result, however it does help. Now by having a higher Dexterity, you’re going to have a better melee accuracy and crit potential as well, meaning your TP will raise quicker also.

Now that we got the stat lineup out of the way, next is the races. There really is no bad race, there may be races better than the other, but each seems to have their advantages. Mithra is the obvious choice, natural Agility and Dexterity, however a generally lower Attack/Strength. Elvaan and Galka are a toss up, both having a low Dexterity and Agility, but a high Attack. Taru have an especially high Agility, but incredibly low Hit Points. Humes are just balanced across the board, they don’t stand out anywhere but have no real deficiency anywhere either. My personal choice was Elvaan, but Ranger wasn’t my first choice, it just kinda happened, and it’s happened rather well for me I think.

Next on my checklist is the Traits and Abilities.
First you have Alertness at 5, a general low effective Sneak. Never rely on this to happen, but it does generally let you get closer to a Sound Aggressive mob.
Then you have an Accuracy Bonus at 10 that affects both Melee and Ranged.
Third Ability is Rapid Shot at 15. It basically allows you to fire your weapon without the cocking cast time.
At 20 you get a natural resistance to Poison. I have honeslty seen this work 3 times. If the Resist Poison kicked in, the screen will read Resist! an something to the affect of it being resisted.
When you reach 30, you’ll receive another Accuracy Bonus. You won’t see it because it just stacks on the previous bonus.
There’s another Poison Resist bonus at 40, and a third Accuracy Bonus at 50.

Now for the Abilities you get. The Two Hour skill is first, but you also get Sharpshot and the option for Wide Scan under your Map and Markers screen.
The Two Hour is Eagle Eye Shot, a devastating short-ranged attack. Sharpshot lasts about a minute and increased your Ranged Accuracy; recast is 5 minutes.
Wide scan allows you see all NPC and Mobs within a certain area of the map. It also allows you to Track a particular subject, or scan a smaller area outside of your immediate scan for a particular type Mob. It’s incredibly useful for NM Hunts and for general farming.
At 10 there’s a relatively useless skill called Scavenger. It allows you to “scavenge” the immediate area for resources or the occasional quiver of arrows. I supposed you could run a Scavenge Macro while you sleep and see what comes up; recast is 5 minutes.
You get what will be your favorite ability at 30, Barrage. That will basically notch in 5 arrows or other ammo and fires them in one blow. You can miss any or all of them, so I’d recommend using Sharpshot just before Barrage; recast 5min.
Shadowbind is the skill at 40. It’s a fast shot, deals no damage, and temporarily binds the target. I’ve yet to see it fail and I had to use it on a Lesser Manticore recently. The length of bind however will vary on difficulty of the target; recast 5 minutes.

Your Weapon Skills are pretty effective also, goes right along with the Ranger’s high damage theme. I’ve only maxed out my Archery skill, but as far as the three Weapon Skills prior to the first level cap, Marksmanship and Archery skills have the same effect.
Flaming Arrow will be the first one. It’s a high damage, Fire based attack. The higher the TP, the more damage.
Piercing Arrow is second. It’s also a high damage weapon skill, but with greater TP, it’s more likely to ignore defenses.
Dulling Arrow is third. It’s a moderate damage weapon skill, but with greater TP, it’s more likely to lower target’s Intelligence.
I will update the Weapon Skills, Traits, and Abilities as I learn more about them, these will take you up to 50, your first level cap. At this point, I’m nearing 48 myself, so I don’t want to talk about anything I’m not completely confident about. I will mention that Sidewinder is the fourth weapon skill and will be able to learn it around 55. You go a long time and several levels between Dulling Arrow and Sidewinder, but once you get Sidewinder, the Weapon Skills become more frequent again.

So now you think want to be a ranger? Yea, I like high damage too. It’s a power trip. You know the only other person netting your level of damage is the black mage, and he only has so much MP. Unfortunately, a warrior is only as good as his sword, a good sword comes at a price. Depending what stats you prioritize, you may not spend as much as some. Now you don’t need an Emperor’s Hairpin or a pair of Leaping boots, but they’re nice if you can get them. It is good to shell out top dollar for your ranged weapon. In my case it was +1 bows across the board, with the exception of my Ryl Archer’s Longbow. For maximum damage, longbows are the preferred bow. The speed of shortbows doesn’t make up for their lack of damage. Once you hit Power Bow +1, each subsequent +1 longbow does higher damage with greater bonus to Ranged Attack. The Artifact bow is a good bow, however it’s shortbow based, therefore lower damage, but good speed. If shortbows are your thing, you can look forward to the Sniper’s Bow. Otherwise just get it so you can continue with your AF quest.

My Bow order was: Shortbow +1, Royal Archer’s Longbow, Power Bow +1, Great Bow +1, Battle Bow +1, and have a War Bow +1 in my locker waiting for me. On Asura, my prices starting at Power Bow +1 were 30k, 55-60k, 60-70k, 75-95k.
As far as Arrows, I went with Stone Arrow, Iron Arrow/Fang Arrow, Silver Arrow, and I’m still using Scorpion Arrows. Iron and Silver you can get in Quivers, all others only come in 99 stacks. Now, because you run out of Quiver options, it’s good to do Gobbie Bag quests to increase your personal Inventory, and possibly even the Mog Safe quests to give you more room to store other items, like extra arrows for quick restock. It’s pretty obvious that crafting is worth your while. Creating your own arrows and bolts will cut down ammo cost considerably. The only downside is you have to continue to fund the crafting skill to keep it caught up to whatever you’re using. This can eat up a lot of time, and money that may have been better spent on arrows outright.

Our armor issue is both a curse and a blessing. We just don’t have very much armor to choose from. This can keep armor cost down, but you end up like me, and wearing Lizard set straight into Khazam. Killing Mandragora’s with my 60k bow … oh, and I’m wearing no0bish armor, don’t let me get hit. Your choice of armor and when you upgrade is completely up to you. I preferred to hold out for a piece that affected my stats as opposed to increasing my defense and wasting money on armor. The armor I’ve been usually seen in is…
Centurion’s Visor, Ranger’s Necklace, 2 Beetle Earring +1’s, Iron Scale Mail, Swordbelt, 2 Beetle Ring +1’s, Nomad’s Mantle, Martial Slacks, Magna M Gauntlets, and Magna M Ledelssons. However I recently replaced Iron Scale Mail with Brigandine, and sold my Martial Slacks for Gil, replaced with Iron Cuisses, and am in the process of getting the Magna M Chausses. As you can see, you don’t need all the absolute best gear, but instead make sure to have good gear, and keep a balance on your stats. If you gear too much for Agility and Accuracy, you hurt you damage. If you gear too much to damage, you’ll never hit.

If anyone needs it, I can post the Ranger Flag quest, and the AH Quests, but their pretty well discussed in other threads. I just wantd to cover some of the misconceptions and what goes into being a ranger

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